OF and the state of RVR

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Nymeros
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Postby Nymeros » Apr 12, 2011 13:02

Oswaldo wrote:NF is a fail design
NF was made to encourage people to zerg.
No.

Oswaldo wrote:But that was the word of mythic way back when it happend.
And... no.


Ontopic:

OF killed solo/smallman and keep fights, so that makes about 2/3 of RvR, group fights (both 8man and zergs) are suffering also. The end.

Oswaldo
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Postby Oswaldo » Apr 12, 2011 13:05

Nymeros... yes..

Did you even play live when it happend? or you one of those kids who joined after NF got launched?

And killed keepraids? I see more keepraids now than i did with NF tbh.
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Lasastard
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Postby Lasastard » Apr 12, 2011 13:07

Oswaldo wrote:Nymeros... yes..

Did you even play live when it happend? or you one of those kids who joined after NF got launched?

And killed keepraids? I see more keepraids now than i did with NF tbh.


You see raids, because people farm RPs on guards and open DF; but I am guessing you rarely see fights over keeps. It's mostly small groups running around kicking in the doors with no resistance. Good stuff...
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Nymeros
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Postby Nymeros » Apr 12, 2011 13:08

@Oswaldo
Please go and hallucinate somewhere else, thank you.

Oswaldo
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Postby Oswaldo » Apr 12, 2011 13:10

Well the point in taking keeps with old frontiers is for df.. which is like it should be, theres a goal for ya.

Never been any fun taking a keep for just taking a keep

And yes you should be able to take a keep without having to bang on the doors for 1 hour.

Im not hallucinating at all haha :D

You just know you are wrong and I'm right ;-D
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ThokeGM
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Postby ThokeGM » Apr 12, 2011 13:13

Nymeros wrote:Ontopic:

OF killed solo/smallman and keep fights, so that makes about 2/3 of RvR, group fights (both 8man and zergs) are suffering also. The end.


Surely that is due to the playerbase and not the map?

There's nothing in Old Frontiers that makes solo/small man or keep fights impossible.

If the problem is lack of notification when a keep is under attack then surely that could be fixed by better alliances/more communication in a specific realm.

One thing I've noticed, which has absolutely nothing to do with OF or NF, is that whenever Mid, which is where I play, win or lose DF, there's a HUGE change in population. Leaving because they lost DF, or joining because they got DF.

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ThokeGM
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Postby ThokeGM » Apr 12, 2011 13:14

Since you asked us to state why we think OF is better.

I request that you do the same for NF.

Thanks :)

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Lasastard
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Postby Lasastard » Apr 12, 2011 13:15

Oswaldo wrote:Well the point in taking keeps with old frontiers is for df.. which is like it should be, theres a goal for ya.

Never been any fun taking a keep for just taking a keep

And yes you should be able to take a keep without having to bang on the doors for 1 hour.

Im not hallucinating at all haha :D

You just know you are wrong and I'm right ;-D


ololol ^^
Anyway, holding a keep used to be for prestige, to keep porter lines open, and also to open DF. Right now Keep Raids are some twisted form of PvE in a game that is supposedly about realm fight. And I personally had some great experiences raiding or defending a keep just for the heck of it. With defenders in it it can be quite exciting actually. For some players this is a major part of the game, that has been severely dumbed down..
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Lasastard
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Postby Lasastard » Apr 12, 2011 13:19

ThokeGM wrote:Since you asked us to state why we think OF is better.

I request that you do the same for NF.

Thanks :)


- Keeps (the whole system with upgrades, towers, siege weapons, destructible walls etc - could cover multiple points with that)
- Meaningful Keep system (support line, for example) as opposed to empty, static 'switches' to open DF
- Open Zone as opposed to three separate zones, which in OF results in only one being used
- level spots that actually attracted players
- Water/Land fights
- Agramon
- Warmap

I think those are some strong points tbh.
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ThokeGM
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Postby ThokeGM » Apr 12, 2011 13:21

Lasastard wrote:
Oswaldo wrote:Well the point in taking keeps with old frontiers is for df.. which is like it should be, theres a goal for ya.

Never been any fun taking a keep for just taking a keep

And yes you should be able to take a keep without having to bang on the doors for 1 hour.

Im not hallucinating at all haha :D

You just know you are wrong and I'm right ;-D


ololol ^^
Anyway, holding a keep used to be for prestige, to keep porter lines open, and also to open DF. Right now Keep Raids are some twisted form of PvE in a game that is supposedly about realm fight. And I personally had some great experiences raiding or defending a keep just for the heck of it. With defenders in it it can be quite exciting actually. For some players this is a major part of the game, that has been severely dumbed down..


Again, this has to do with the playerbase and very little to do with the actual design, other than losing porting, which I would argue is a good thing as I didn't appreciate that system.

Also, you won't see too much 'realm fight' as long as there's no realm unity in this game. This would/should be helped along by a log-in timer but it seems that's still pretty far into the future.

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ThokeGM
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Postby ThokeGM » Apr 12, 2011 13:32

Lasastard wrote:
ThokeGM wrote:Since you asked us to state why we think OF is better.

I request that you do the same for NF.

Thanks :)


- Keeps (the whole system with upgrades, towers, siege weapons, destructible walls etc - could cover multiple points with that)
The upgrade system is still in place and it can be improved upon by the GMs however, increasing keep difficulty is also going to mean that you're going to need more people to accomplish that.

- Meaningful Keep system (support line, for example) as opposed to empty, static 'switches' to open DF
Support line only influenced the porting system which was terrible anyway. Succesful keep adventures mean increased XP for the lowbies. The GMs could look into extra incentive for defending and taking keeps. Although it's probably the former that is the biggest issue although I'm almost certain it's due to lack of communication and alliances/guild claimed keeps.

- Open Zone as opposed to three separate zones, which in OF results in only one being used
Unless you're a mindless zerg drone you'll move around in at least 3 zones.
Which is the same as NF since people stayed around Bled, Beno and Crauch.
Also, anyone with half a brain can buy a different medallion and create some ruckus around the portal keeps.
The inclusion of RvR dungeons should also see an increase in activity.

- level spots that actually attracted players
This can be improved upon and, for mid at least, there's some great spots, Windswept Wraiths, those Granite Giant guys. I imagine it's the same for hib(Fins anyone?) and alb.
The inclusion of RvR dungeons should also help with that.

- Water/Land fights
Water fights were awful, don't even try to pretend otherwise.

- Agramon
Agramon only makes sense if there's a sizeable 8man population, which there isn't. Old Frontiers has plenty of room for 8man.

- Warmap
Join a better alliance/create better communication and get every keep claimed.

I think those are some strong points tbh.


I gave my input on it. It's a good discussion this and I am slightly surprised that some people feel so strongly about NF, on Uthgard.

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Melodexx
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Postby Melodexx » Apr 12, 2011 13:51

ThokeGM wrote:
Melodexx wrote:i was yesterday like 5 hours in odins gate with only 1 inc ....... :roll:
after getting bored i was running all the way to yggdra forest just to see some parts are totally empty... #


You stayed in Odin's Gate for 5hours THEN ran to Yggdra?

You do realize that Mids port from Uppland, right?


.......ofc but my point was that some parts of the Map are not implented yet.

Dong get me wrong i dont wanted to start a Nf vs Of thread again i just dont get that nothing changed since now.

Nymeros
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Postby Nymeros » Apr 12, 2011 14:22

ThokeGM wrote:Surely that is due to the playerbase and not the map?

There's nothing in Old Frontiers that makes solo/small man or keep fights impossible.

Nope, as most of us have played here during NF/Aggra (ah, the Golden Age) and so speak from experience. Uthgard's playerbase has many issue, but the things discussed in this thread are 100% due to the OF map change.

Lasastard explained it nicely, I'd just like to add that the dual milegate system means EVERYTHING for visible solo/smallman players, and even for stealthers.

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Runental
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Postby Runental » Apr 12, 2011 14:39

ThokeGM wrote:I much prefer OF simply because it has a great size for the population that Uthgard currently has
oO

yeah, great size.. 12 big maps in relatioon to 100-150(?) active rvr ppl every evening :!:
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vangonaj
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Postby vangonaj » Apr 12, 2011 14:42

100-150 rofl. Half of them are in bgs XDDDDDDD
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